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  • do you call them functions, procedures or methods?

    - by lowlyintern
    consider a standard c# 'function' public void foo() { //some code } In c or c++ this is called a 'function' - even if taking no parameters and returning no value. In another language maybe it would be a 'procedure'. In object orientation speak it would be called a 'method' if a class member. What would be the correct term to use in c#?

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  • ASP.NET dropdown selected value?

    - by Curtis White
    I've an ASP.NET dropdown list and getting selected value by using the .SelectedValue. I also set this value in some cases by assigning to it. I seem to be randomly not getting this value set even when I choose the item from the drop down. Sometimes it works and sometimes it doesn't. Ideas?

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  • How to refactor logging in C#?

    - by Jader Dias
    In my services all exposed methods have: try { // the method core is written here } catch(Exception ex) { Log.Append(ex); } It's boring and ugly to repeat it over and over again. There is any way to avoid that? There is better way to keep the service working even if exceptions occurs and keep sending the exception details to the Log class?

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  • How to get the Displayed Webpage source

    - by Shadow
    Hi, how can i get the web-page source displayed on a web-browser control, either in c# or Win32.even ATL COM also fine. i mean.. i dont want to create new "HTTPReqest" or "openURL" to get source.. i want to get the source from the control only..is it possible for windows mobile.. if so how?.. please let me know. Thank u

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  • Is it impossible to embed Java3D in a way that I don't need to install it?

    - by Kyle
    I'm running a big application and a small part of it includes Java 3D, the problem is many users need to use the code, but it isn't practical for everyone to install Java 3D just to run the application if they aren't even going to use that section of the application. Is it possible through compiling an extra jar, or changing some paths, to include Java 3D in a project without installing it on a system? Or perhaps to manually include any dlls?

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  • Need help setting up doctrine 2 cascade deletes

    - by jiewmeng
    I am quite confused setting up cascade deletes in Doctrine 2. Here's what my setup looks like I want to setup cascading so that I can do something like $list->getStages()->clear() I tried in Stage class /** * @OneToMany(targetEntity="TaskProgress", mappedBy="stage", cascade={"remove"}) */ protected $taskStages; But that did nothing, I even tried putting the same thing in other classes like List, TaskProgress or Task but nothing seem to work, I may have done it wrong tho ..

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  • Mercurial API and Extensions resources

    - by Sly
    I want to write extensions for Mercurial. What are good resources such as tutorials, guides, API reference or maybe even a existing extension that is well commented and easy to lean from the source. So far, I have only found the short MercurialApi and WritingExtensions wiki pages.

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  • buttons in a datagrid in flex

    - by markblue777
    Hi All, i am using a data grid in flex and i am generating data from a mysql server. However, my problem is with adding a button within the datagrid so each row has one. i have set the columns itemRenderer to mx.controls.Button although with the buttons shown in the grid there is no label on them (even though one has been set) and the assigned click event does not trigger when hitting the button. anyone have any ideas or guidance on what i am doing wrong. Thanks Mark

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  • unix DECLARE_WAIT_QUEUE_HEAD (var) var prototype?

    - by yoavstr
    hello i want to work with 2 queue in the module where i change my pointer to them therefore i need to use : //declartion wait_queue_head_t **currentQ; DECLARE_WAIT_QUEUE_HEAD (readWaitQ1); DECLARE_WAIT_QUEUE_HEAD (readWaitQ2); if(condition){ currentQ = &readWaitQ1; }else{ currentQ = &readWaitQ2; } but i get incorrect type for wake_up an other stuff using the queue. even thought i google it i couldnt find an answer can someone just give me the prototype needed?...

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • How to convert the amount of indentation in a source code file?

    - by toby
    I find that I now often work with code bases that have different amounts of indentation. Some use 2 spaces, some use 4 space, some even use tabs! Once in a while, I have to share code between these codebases, or, sometimes I use an incorrect amount of indentation by mistake. Is there a tool or a text editor feature that will convert between different amounts of indentation?

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  • GWT + XML documents with namespaces

    - by chris_l
    I'd like to get a quick overview of available solutions (libraries, ...) that allow me to work with XML documents with namespaces on a DOM level - in GWT's client side. Additionally, I'm looking for an XPath solution that can work on that DOM (even if it requires writing my own XPath Navigator). XML parsing and serialization isn't necessary on the client - this can be done on the server.

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  • the '.htaccess' file won't work on my apache server

    - by KeyStroke
    Hi, I have an Apache server installed on my windows machine using XAMPP. Now I'm trying to use a premade .htaccess file for one of my projects, but it doesn't seem to be seeing it. The project just totally ignores it, even though I've enabled mod_rewrite. Any idea how I can troubleshoot this? I can't fix it if it just doesn't work and doesn't show me any errors. Appreciate your help.

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  • Remove duplicate characters and keep the uniq ones

    - by manu
    How do I remove duplicate characters and keep the uniq one only. Ex. My input is EFUAHUU UUUEUUUUH UJUJHHACDEFUCU Expected output is EFUAH UEH UJHACDEF I cam across perl -pe's/$1//gwhile/(.).*\/' which is wonderful but it is removing even the single occurence of the character in output. Can anyone help. Thanks in advance Manjeet

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  • Can i rename a file when the user does save as? HTML

    - by acidzombie24
    I use url rewriting and one of my urls is /blah/file ILLEGAL CHARS.jpg ILLEGAL CHARS are names not valid on windows such as * and may confuse servers even after escaping such as ? and /. I know i still cant save filenames as / and ? but certain characters i would like to let through. How can i give a new filename when the user right clicks and selects save as? i'm using asp.net

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  • Will this be garbage collected in JVM?

    - by stjowa
    I am running the following code every two minutes via a Timer: object = new Object(this); Potentially, this is a lot of objects being created and a lot of objects being overwritten. Do the overwritten objects get garbage collected, even with a reference to itself being used in the newly created object? I am using JDK 1.6.0_13. Thanks for the help.

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  • Tips / Resources for building a Google Chrome plugin

    - by David
    After test driving Google Chrome for 30 minutes or so, I like it, even if it seems bare-bones at the moment. The obvious way to add a few things I can't live without would be through plugins. Does anyone have any links to resources on how to get started building a plugin/addon for Chrome? Thanks.

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  • Logger.setLevel() doesn't enable logging correctly

    - by ripper234
    Situation: I have this log4j logger: private static final Logger logger = Logger.getLogger(ThisClassName.class); And am trying to set it programatically through: Logger.getLogger(ThisClassName.class).setLevel(Level.DEBUG); Still, DEBUG level prints are swalloed (while INFO prints are printed successfully). Even this bit has no effect: Logger.getRootLogger().setLevel(Level.DEBUG); Calling logger.debug("foo") reaches Category.forcedLog() and ConsoleAppender.doAppend(), and then fails (quits) at: if(!isAsSevereAsThreshold(event.getLevel())) Any idea why this is happening?

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  • At what point in the render process of a web page can we interact with that page

    - by Bamerza
    I'd like to measure to distinct user experience points during the rendering of an HTML page: 1) Point which user sees the first painting of the page 2) Point at which user can interact with the page - meaning sees 75% of it or can actually register a button click or link click I am pretty certain these UX interactions can start before the HTML code is fully rendered, so would that instance be the JS func "OnLoad" or some other distinct measureable value/function? If it helps, we can even narrow the answer down to webkit based browsers.

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  • Struts field is prepopulated with the recent value

    - by Sukhhhh
    We had an application that uses struts. We are using struts .. html:text for a text box and value of this is prepopulated with a recent value (not with the initialized value) even when the member is logged in after logging out. The worst part is other members also able to see the value entered in the textbox by the recent member logged in. How do you stop this happening?

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  • Why aren't Admob click callback delegate methods not getting called?

    - by executor21
    I'm integrating the latest version of the admob sdk (version 20100412) into my app. The ads get displayed, but I need the app to make some changes when an ad is clicked and admob displays a full-screen browser. However, none of the callback methods (willPresentFullScreenModal, didPresentFullScreenModal, willDismissFullScreenModal, and didDismissFullScreenModal) are called, even though other delegate methods are. Why aren't these callbacks being made? They were in the previous versions of the SDK, and the sample app doesn't use them, so it's no help.

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  • keeping track of multiple runs of the same function, part 2

    - by qwertymk
    This is related to this Anyway what I need is actually something slightly different I need some way of doing this: function run(arg) { this.ran = this.ran || false; if (!this.ran) init; /* code */ this.ran = true; } This works fine, I just want to make sure that this code works even when this in case it was called with call() or apply() Check this out for what I'm talking about, All of the calls after the first one should all be true, no matter the context

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